Personal details

Patrick V. - Remote game developer

Patrick V.

Based in: 🇳🇱 Netherlands
Timezone: Amsterdam (UTC+2)

About

Principal Software Engineer with 15 years in game development, web applications, and 3D graphics. Contributed to Unreal Engine core at Epic Games. Builds complete production systems from zero and creates technical foundations that teams scale on. Expertise in Unreal Engine C++, blueprint, full-stack TypeScript/React/Node, Three.js, Python scripts, and distributed systems.

Work Experience

Principle Software Engineer
Spatial Support | Jul 2025 - Jan 2026
HTML/CSS
Node.js
WebSocket
NoSQL
Three.js
WebGL
TypeScript
React
JavaScript
Svelte
SvelteJS
SvelteKit
AI
LLM
Ai/llm technologies
Ai/llm apis
  • Built a custom Three.js rendering pipeline achieving Unreal Engine visual quality: implemented TAA with motion vectors, neighborhood clamping, and velocity-based blending to eliminate ghosting and smearing on transparent/transmissive materials. Also implemented bloom, sharpening, and AO integration.

  • Implement automatic quality adjustment based on measured frame times, making it function well on all devices (old, new, fast, slow).

  • Built an in-browser instant model pipeline: format conversion to GLB, zip/rar extraction, Draco mesh compression (required non-trivial modifications to get the encoder running client-side), mesh cleanup (invalid names, duplicate detection), and live preview - all executing immediately on file selection, within the browser, with zero waiting.

  • Engineered a WebSocket-based tour streaming system with robust recovery logic for missing and out-of-order chunks, reconnection handling, and audio-to-text synchronization for AI-guided 3D walkthroughs.

  • Designed multi-LLM integration layer (OpenAI, Anthropic) with spatial context injection, translating 3D camera state and geometry selection into AI-understandable prompts.

  • Built a studio companion app for content creators: scene configuration, tour authoring, and the instant model upload workflow (described earlier).

  • Implemented a system/protocol that gives the AI long-term memory and the ability to learn from its mistakes, enabling it to self-correct in ~98% of cases, nearly eliminating the need for human debugging and coding. Development time shifted almost entirely to an upfront task-definition phase (“pre-work”).
Principal Software Engineer (Lead)
MCM | Aug 2023 - Jun 2025
Python
C++
Three.js
WebGL
Docker
VR
API Blueprint
Serverless
Unreal Engine 5
AWS
Quest 3
  • Technical owner for the entire tech stack of the project: defined architecture, tooling standards, and all tech trade-offs across Unreal Engine 5, WebGL/Three.js, Python/Docker, and hosting providers.

  • Provided day-to-day leadership: coached 3D artists on real-time constraints, handled pipeline support tickets, and served as the single point of contact for all engineering decisions.

  • Designed and implemented a panorama rendering plugin for UE5 (C++/Blueprint) end-to-end: Built a configuration UI that lets artists set capture points, exposure sets, and style presets in one pass.
    Added automated metadata tagging so each render is traceable through the pipeline.

  • Invented a layered-render technique that converts rendering time from exponential to additive complexity, allowing unlimited style/location combinations (which were otherwise limited severely).

  • Built a panorama web viewer end-to-end: From a prototype in raw WebGL, to a production-quality rewrite using Three.js to gain cross-platform Basis-Universal GPU texture compression, correct alpha blending, and streamlined shader maintenance.

  • Architected a serverless delivery model:Dockerised Python pipeline compresses panoramas (GPU texture compression using Basis Universal), generates multi-resolution mipmaps, and auto-publishes to AWS.
    Designed and implemented a metadata storage solution that eliminated the need for a database or traditional backend, cutting both ops overhead and recurring costs while increasing maintainability.

  • Built a desktop + VR walkthrough app (UE5) end-to-end for the sales team, that lets clients swap layouts, materials, and homestyles in real time. Implemented an automatic, constraint-aware VR teleport system that derives safe landing zones from UE5 collision data.

Projects

Unreal Engine Plugins
C++
JSON
HTTP
Encryption
TCP
WebSocket
UDP
Network Protocols
TCP/IP
Unreal Engine
RESTful API
Unreal Engine 5
Cryptography
First developer to publish plugins on Epic Games Marketplace (now FAB). 300K+ downloads, 4.9 star rating over 10 years. Suite includes compression algorithms, AES/RSA encryption, a networking library, and more. Also built a Java socket server supporting TCP, UDP, and WebSocket on a single port, auto-detecting the protocol via HTTP headers. No other public library does this.
Protein Tracker
TypeScript
Firebase
React
JavaScript
Redux
Redux-Saga
Firestore
Firebase Cloud Functions
Nutrition tracking app with real-time cross-device sync. Uses websocket connections so changes sync instantly across tabs and devices. Included a linear solver that runs in a web worker to keep the UI smooth. Try it on your phone and PC simultaneously, and see it sync between the two near-instantly. Free to use, try it out!

Education

University of Applied Sciences Leiden
Bachelor's degreeSoftware Engineering
Aug 2010 - Nov 2014